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pure physical group


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i thought about it for some time, and i decided to make a pure physical group(for all the Avernum games, yes i know that this area is just for A1-A3, but this section of the forums have more of the 5 games clumped together.). now i just need some tips that you think might help me.

 

my group consists of:

 

Pole arm specialist (if able, a Slith)

sword specialist

sword and potion specialist

and Bow and Tool specialist (if able, a Nephil)

 

 

im very open to suggestions and criticism.

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1) You'll need a lot of healing, and potions alone won't cover it. First Aid is inefficient.

2) You will be very vulnerable to mental spells and spellcasters in general. Training in Intelligence will help with this problem, but too much will hurt.

3) Bows will help you take out spellcasters before they can blow you up. Give everyone skills in bows.

4) Boost AP through traits and items. Also, hoard the potions which provide huge bonuses to AP (I think it's "Divine Warrior", it provides about 8 extra AP).

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I think there's three skills that you'd focus more on than with a normal party. Endurance, defense, and luck would all be useful, though only Endurance is really needed at first. I've never found Hardiness to be all that effective, but that's just my opinon.

 

You might want to give your characters the toughness (and totally avoid using cursed at birth) trait if you can, as it helps quite a bit against any sort of damage. Elite Warrior might be good for the first three, and fast on feet for the archer. Elite Warrior, though, has a big xp penalty, so you probably shouldn't give it to a slith character, as they already have a pole bonus. Because of the nature of the party, I don't think you'd want to give them any disadvantages at all.

 

Kind of obvious, since you're not using any magic, you should join the Anama in A3. They sell potions and other magic alternatives for a cheap price.

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I've played non-magic parties a couple of times, and I found them rather fun. It just takes time until you're strong enough to run up to the enemy spellcasters and kill them while your other characters occupy your other foes; for this, no spell, potion or crystal is needed. Just experience. Before you get to that point, trust in endurance and defense, as well as Elite Warrior and Fast on Feet.

Oh, and bows for everyone.

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Doesn't the (one and only, as far as I can tell) online player-made walkthrough for Avernum 3 say that Elite Warrior stops improving your damage once you reach a certain maximum attack power? Apparently, no one else has experienced or heard of this, but I just thought I'd bring it up. (I'm certain this doesn't apply for 4 and 5, though, so Elite Warrior is definitely worth it in those two.)

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There is a damage cap for each attack type in all Avernums (at least A1-3, not sure about the others). That means it's not Elite Warrior that stops improving, it's your damage that can't be improved. Though that cap can be reached very fast, Elite Warrior is still worth it because it helps so much in the beginning. Plus, it still enhances your to-hit percentage.

Oh, and note that these caps differ alot in the various Avernums. In A3, you can easily deal over 100 melee damage, while that's not possible in A1.

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Originally Posted By: Zeviz

Does having 20 luck make you completely immortal in Avernum trilogy? I thought that was changed between Exile and Avernum.


Pretty much. Somebody put up some stats for it somewhere around here, I don't remember where, and it was completely broken. Then again, he didn't test it up to 20--there might be a maximum beyond which it doesn't improve your chance of ignoring blows that would kill you.
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